On the Subject of Gettin’ Funky
There’s nothing wrong with breaking down a few moves before your life ends.
This module has a speaker, a red button, and 2 arrow buttons. Pressing the red button will make the speaker play a set of
4–7 moves from “Cha-Cha Slide” by DJ Casper.
Find your starting cell in one of the two tables below. The starting position is the cell with the 2-digit number formed by the 1st and 2nd digits of the serial number. If this number is not in any cell, count a number of cells in reading order starting from the top left cell (counted as 0) in the table X equal to the sum of the digits in the serial number. Table X is the left table if there is an RJ-45 port but is the right table otherwise. If the sum of the digits in the serial number is 36, use the top left cell as your starting cell.
From your starting cell move around as given by the set of moves the speaker played. Each played move can be translated into a table move using the Played Move ⇒ Table Move section on the next page. If a move brings you off of a table, loop around to the other side. The number in the cell you land on after going through all the moves must now be converted into binary (See Binary Conversion on the next page for help with binary conversion). Each 1 in the binary number will correspond to a left and each 0 a right. Input these lefts and rights into the arrow buttons to disarm the module.
If the wrong arrow button is pressed at any point a strike will be recorded and the module will not reset. All inputted arrows up to that point will also be cleared.
79 | 33 | 15 | 36 | 95 | 78 |
68 | 67 | 53 | 44 | 08 | 90 |
99 | 20 | 69 | 29 | 84 | 54 |
91 | 00 | 62 | 94 | 98 | 61 |
87 | 65 | 03 | 32 | 81 | 55 |
46 | 80 | 07 | 27 | 83 | 10 |
43 | 48 | 17 | 11 | 93 | 45 |
22 | 76 | 92 | 38 | 75 | 74 |
73 | 57 | 77 | 71 | 64 | 82 |
58 | 25 | 06 | 52 | 86 | 42 |
72 | 47 | 16 | 49 | 13 | 96 |
60 | 21 | 59 | 56 | 04 | 26 |